302 lines
12 KiB
C#
302 lines
12 KiB
C#
namespace UnityEngine.U2D
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{
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/// <summary>
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/// The Pixel Perfect Camera component ensures your pixel art remains crisp and clear at different resolutions, and stable in motion.
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/// </summary>
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[DisallowMultipleComponent]
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[AddComponentMenu("Rendering/Pixel Perfect Camera")]
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[RequireComponent(typeof(Camera))]
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[HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@latest/index.html?subfolder=/manual/index.html%23properties")]
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public class PixelPerfectCamera : MonoBehaviour, IPixelPerfectCamera
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{
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/// <summary>
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/// Match this value to to the Pixels Per Unit values of all Sprites within the Scene.
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/// </summary>
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public int assetsPPU { get { return m_AssetsPPU; } set { m_AssetsPPU = value > 0 ? value : 1; } }
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/// <summary>
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/// The original horizontal resolution your Assets are designed for.
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/// </summary>
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public int refResolutionX { get { return m_RefResolutionX; } set { m_RefResolutionX = value > 0 ? value : 1; } }
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/// <summary>
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/// Original vertical resolution your Assets are designed for.
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/// </summary>
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public int refResolutionY { get { return m_RefResolutionY; } set { m_RefResolutionY = value > 0 ? value : 1; } }
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/// <summary>
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/// Set to true to have the Scene rendered to a temporary texture set as close as possible to the Reference Resolution,
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/// while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the full screen.
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/// </summary>
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public bool upscaleRT { get { return m_UpscaleRT; } set { m_UpscaleRT = value; } }
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/// <summary>
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/// Set to true to prevent subpixel movement and make Sprites appear to move in pixel-by-pixel increments.
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/// Only applicable when upscaleRT is false.
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/// </summary>
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public bool pixelSnapping { get { return m_PixelSnapping; } set { m_PixelSnapping = value; } }
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/// <summary>
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/// Set to true to crop the viewport with black bars to match refResolutionX in the horizontal direction.
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/// </summary>
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public bool cropFrameX { get { return m_CropFrameX; } set { m_CropFrameX = value; } }
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/// <summary>
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/// Set to true to crop the viewport with black bars to match refResolutionY in the vertical direction.
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/// </summary>
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public bool cropFrameY { get { return m_CropFrameY; } set { m_CropFrameY = value; } }
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/// <summary>
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/// Set to true to expand the viewport to fit the screen resolution while maintaining the viewport's aspect ratio.
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/// Only applicable when both cropFrameX and cropFrameY are true.
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/// </summary>
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public bool stretchFill { get { return m_StretchFill; } set { m_StretchFill = value; } }
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/// <summary>
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/// Ratio of the rendered Sprites compared to their original size (readonly).
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/// </summary>
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public int pixelRatio
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{
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get
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{
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if (m_CinemachineCompatibilityMode)
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{
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if (m_UpscaleRT)
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return m_Internal.zoom * m_Internal.cinemachineVCamZoom;
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else
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return m_Internal.cinemachineVCamZoom;
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}
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else
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{
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return m_Internal.zoom;
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}
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}
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}
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/// <summary>
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/// Round a arbitrary position to an integer pixel position. Works in world space.
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/// </summary>
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/// <param name="position"> The position you want to round.</param>
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/// <returns>
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/// The rounded pixel position.
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/// Depending on the values of upscaleRT and pixelSnapping, it could be a screen pixel position or an art pixel position.
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/// </returns>
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public Vector3 RoundToPixel(Vector3 position)
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{
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float unitsPerPixel = m_Internal.unitsPerPixel;
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if (unitsPerPixel == 0.0f)
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return position;
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Vector3 result;
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result.x = Mathf.Round(position.x / unitsPerPixel) * unitsPerPixel;
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result.y = Mathf.Round(position.y / unitsPerPixel) * unitsPerPixel;
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result.z = Mathf.Round(position.z / unitsPerPixel) * unitsPerPixel;
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return result;
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}
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/// <summary>
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/// Find a pixel-perfect orthographic size as close to targetOrthoSize as possible. Used by Cinemachine to solve compatibility issues with Pixel Perfect Camera.
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/// </summary>
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/// <param name="targetOrthoSize">Orthographic size from the live Cinemachine Virtual Camera.</param>
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/// <returns>The corrected orthographic size.</returns>
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public float CorrectCinemachineOrthoSize(float targetOrthoSize)
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{
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m_CinemachineCompatibilityMode = true;
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if (m_Internal == null)
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return targetOrthoSize;
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else
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return m_Internal.CorrectCinemachineOrthoSize(targetOrthoSize);
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}
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[SerializeField]
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int m_AssetsPPU = 100;
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[SerializeField]
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int m_RefResolutionX = 320;
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[SerializeField]
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int m_RefResolutionY = 180;
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[SerializeField]
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bool m_UpscaleRT = false;
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[SerializeField]
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bool m_PixelSnapping = false;
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[SerializeField]
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bool m_CropFrameX = false;
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[SerializeField]
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bool m_CropFrameY = false;
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[SerializeField]
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bool m_StretchFill = false;
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Camera m_Camera;
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PixelPerfectCameraInternal m_Internal;
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bool m_CinemachineCompatibilityMode;
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// Snap camera position to pixels using Camera.worldToCameraMatrix.
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void PixelSnap()
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{
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Vector3 cameraPosition = m_Camera.transform.position;
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Vector3 roundedCameraPosition = RoundToPixel(cameraPosition);
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Vector3 offset = roundedCameraPosition - cameraPosition;
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offset.z = -offset.z;
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Matrix4x4 offsetMatrix = Matrix4x4.TRS(-offset, Quaternion.identity, new Vector3(1.0f, 1.0f, -1.0f));
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m_Camera.worldToCameraMatrix = offsetMatrix * m_Camera.transform.worldToLocalMatrix;
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}
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void Awake()
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{
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m_Camera = GetComponent<Camera>();
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m_Internal = new PixelPerfectCameraInternal(this);
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m_Internal.originalOrthoSize = m_Camera.orthographicSize;
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m_Internal.hasPostProcessLayer = GetComponent("PostProcessLayer") != null; // query the component by name to avoid hard dependency
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if (m_Camera.targetTexture != null)
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Debug.LogWarning("Render to texture is not supported by Pixel Perfect Camera.", m_Camera);
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}
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void LateUpdate()
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{
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m_Internal.CalculateCameraProperties(Screen.width, Screen.height);
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// To be effective immediately this frame, forceIntoRenderTexture should be set before any camera rendering callback.
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// An exception of this is when the editor is paused, where we call LateUpdate() manually in OnPreCall().
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// In this special case, you'll see one frame of glitch when toggling renderUpscaling on and off.
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m_Camera.forceIntoRenderTexture = m_Internal.hasPostProcessLayer || m_Internal.useOffscreenRT;
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}
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void OnPreCull()
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{
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#if UNITY_EDITOR
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// LateUpdate() is not called while the editor is paused, but OnPreCull() is.
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// So call LateUpdate() manually here.
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if (UnityEditor.EditorApplication.isPaused)
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LateUpdate();
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#endif
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PixelSnap();
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if (m_Internal.pixelRect != Rect.zero)
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m_Camera.pixelRect = m_Internal.pixelRect;
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else
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m_Camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
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// In Cinemachine compatibility mode the control over orthographic size should
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// be given to the virtual cameras, whose orthographic sizes will be corrected to
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// be pixel-perfect. This way when there's blending between virtual cameras, we
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// can have temporary not-pixel-perfect but smooth transitions.
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if (!m_CinemachineCompatibilityMode)
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{
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m_Camera.orthographicSize = m_Internal.orthoSize;
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}
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}
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void OnPreRender()
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{
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// Clear the screen to black so that we can see black bars.
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// Need to do it before anything is drawn if we're rendering directly to the screen.
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if (m_Internal.cropFrameXOrY && !m_Camera.forceIntoRenderTexture && !m_Camera.allowMSAA)
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GL.Clear(false, true, Color.black);
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PixelPerfectRendering.pixelSnapSpacing = m_Internal.unitsPerPixel;
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}
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void OnPostRender()
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{
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PixelPerfectRendering.pixelSnapSpacing = 0.0f;
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// Clear the screen to black so that we can see black bars.
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// If a temporary offscreen RT is used, we do the clear after we're done with that RT to avoid an unnecessary RT switch.
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if (m_Camera.activeTexture != null)
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{
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Graphics.SetRenderTarget(null as RenderTexture);
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GL.Viewport(new Rect(0.0f, 0.0f, Screen.width, Screen.height));
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GL.Clear(false, true, Color.black);
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}
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if (!m_Internal.useOffscreenRT)
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return;
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RenderTexture activeRT = m_Camera.activeTexture;
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if (activeRT != null)
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activeRT.filterMode = m_Internal.useStretchFill ? FilterMode.Bilinear : FilterMode.Point;
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m_Camera.pixelRect = m_Internal.CalculatePostRenderPixelRect(m_Camera.aspect, Screen.width, Screen.height);
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}
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void OnEnable()
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{
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m_CinemachineCompatibilityMode = false;
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#if UNITY_EDITOR
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if (!UnityEditor.EditorApplication.isPlaying)
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UnityEditor.EditorApplication.playModeStateChanged += OnPlayModeChanged;
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#endif
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}
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internal void OnDisable()
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{
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m_Camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
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m_Camera.orthographicSize = m_Internal.originalOrthoSize;
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m_Camera.forceIntoRenderTexture = m_Internal.hasPostProcessLayer;
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m_Camera.ResetAspect();
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m_Camera.ResetWorldToCameraMatrix();
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#if UNITY_EDITOR
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if (!UnityEditor.EditorApplication.isPlaying)
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UnityEditor.EditorApplication.playModeStateChanged -= OnPlayModeChanged;
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#endif
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}
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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// Show on-screen warning about invalid render resolutions.
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void OnGUI()
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{
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#if UNITY_EDITOR
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if (!UnityEditor.EditorApplication.isPlaying && !runInEditMode)
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return;
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#endif
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Color oldColor = GUI.color;
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GUI.color = Color.red;
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Vector2Int renderResolution = Vector2Int.zero;
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renderResolution.x = m_Internal.useOffscreenRT ? m_Internal.offscreenRTWidth : m_Camera.pixelWidth;
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renderResolution.y = m_Internal.useOffscreenRT ? m_Internal.offscreenRTHeight : m_Camera.pixelHeight;
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if (renderResolution.x % 2 != 0 || renderResolution.y % 2 != 0)
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{
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string warning = string.Format("Rendering at an odd-numbered resolution ({0} * {1}). Pixel Perfect Camera may not work properly in this situation.", renderResolution.x, renderResolution.y);
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GUILayout.Box(warning);
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}
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if (Screen.width < refResolutionX || Screen.height < refResolutionY)
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{
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GUILayout.Box("Screen resolution is smaller than the reference resolution. Image may appear stretched or cropped.");
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}
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GUI.color = oldColor;
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}
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#endif
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#if UNITY_EDITOR
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void OnPlayModeChanged(UnityEditor.PlayModeStateChange state)
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{
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// Stop running in edit mode when entering play mode.
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if (state == UnityEditor.PlayModeStateChange.ExitingEditMode)
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{
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runInEditMode = false;
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OnDisable();
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}
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}
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#endif
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}
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}
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